Yep, that's pretty much all the code I've got so far... I'm just following along with NeHe's tutorial and a Qt version of it that I found elsewhere. Hmm... I'll have to look over what I might have missed in that case. What do you mean by model and view matrix definition? I've provided the 2D quad that I want to map the texture to, isn't that the model?
P.S. After reviewing NeHe's tutorial again, I'm still failing to see what I might have missed.
I also made sure the image was a power of 2 dimension... not necessary I know but just in case.
Finally I read about the image formats... and according to what I read:
glTexImage2D(GL_TEXTURE_2D, 0, 3, GLFormatImage.width(), GLFormatImage.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, GLFormatImage.bits());
glTexImage2D(GL_TEXTURE_2D, 0, 3, GLFormatImage.width(), GLFormatImage.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, GLFormatImage.bits());
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should be right... it's 24 bit which I assume to be per pixel and that also suggests to me at least that it's RGB and not RGBA... although in the attributes it does have A, but I couldn't find out what that meant.
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